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Spawning Changes per Higby

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  • [INFO] Spawning Changes per Higby

    Here ya go!

    Hey guys!

    Spawning logistics have been a hot topic on the forums lately, and it's a subject that we care a lot about on the dev team as well. As usual we really appreciate all the feedback and ideas from you guys. We've been following these threads really closely, and I wanted to take a minute and talk about some of the changes we have in progress for this (extremely important) area of the game.

    Right now we have two ways for you to set up forward spawning locations. Squad spawn beacons and Galaxies. We're going to give you guys one more, the Sunderer. Along with this change we're going to do some things to hopefully redefine and expand the roles of both the Sunderer and the Galaxy. These changes aren't going to happen over night, but within the next 2-3 weeks you should see them mostly completed and up to beta.

    Sunderer changes:

    Repair and Rearm functions of the Sunderer are going to be stripped, by default it'll be a 12 man transport vehicle
    Repair, Rearm, Respawn and other cool toys like Blockade Armor (which allows you to drive through gate shields) will all be certifications for the Sunderer which unlock loadout choices. Which functionality you want to have with the Sunderer will be up to your loadout, you'll be able to select one of these benefits at a time.
    Cert costs for each of those three options will be relatively low, meaning getting a Sunderer to be a mobile spawn point will be pretty easy
    Further certifications such as deploying a cloaking field, stealth so it doesn't show up on radar, etc. will be evaluated to see if they're needed.
    Galaxy changes:

    By default, Galaxies will no longer be able to deploy as spawn points, but they will still be able to deploy into equipment terminals. Note: Terminals moving to a certification/attachment is a future possibility, but at first they will be available by default
    Spawn tubes will be available for the Galaxy as a high level Galaxy cert, it will be expensive and far down the advancement tree. The thought behind this is that dedicated Gal pilots will be able to use the spawning functionality, rather than EVERY pilot. Some limitations may be implemented to keep the eventual "everyone unlocks everything" effect from making Galaxies the defacto spawn tool.
    Other possible certification / loadout enhancements to the Galaxy include adding the ability to load a vehicle, have "powered" hot drops (drop pods), and allowing squad members to spawn into the transport variant while it's in flight.
    Global changes:
    Coming in the next patch MAXes will no longer be able to be spawned directly into, you'll have to go to an equipment terminal and in the following patch they will have a cooldown and resource cost as well. That means that you will not be able to spawn MAXes at Galaxies, Sunderers or squad spawn beacons. MAXes will be available at the equipment terminal on gals, but we may end up limiting that as well down the road, we'll make a determination on this based on beta further beta feedback.
    Our goals with this are:
    To make ground based forward spawning the primary forward spawning method and therefore enhance the importance of the ground vehicle game.
    To put some limitations on the current degree to which Galaxies allow attackers to bypass defensive chokes.
    To give hot drops and blockade running more tactical relevance, cause they're awesome.
    To layer some additional role choices into our support vehicles.
    As always, we're looking forward to hearing your feedback and looking forward to getting these changes out to you guys to play as soon as possible!
    Thanks,
    -
    mh

  • #2
    Re: Spawning Changes per Higby

    Kinda pissed about the Gal change. I'm not excited about spawn ability being so far down an advancement tree, but I understand why. Sunderer changes were definitely needed and I think that'll add an awesome dynamic. Been waiting for the MAX changes since inception of the game.


    These Things We Do... That Other's May Live

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    • #3
      Re: Spawning Changes per Higby

      yes will definiatly open up the ground game a ton more.
      Last edited by Snipurs; 09-12-2012, 01:24 PM.

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      • #4
        Wow....massive changes

        |

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        • #5
          Re: Spawning Changes per Higby

          Hmm I like driving a gal and turning the tides.. but I can see why they wouldn't want everyone (like me) to be in a position to do that just by getting a gal into position. overall am thinking these changes move the game in the right direction.


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          • #6
            Re: Spawning Changes per Higby

            hopefully create more structure battle lines, tank columns actually meeting up in for ectra.

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            • #7
              Re: Spawning Changes per Higby

              Originally posted by Snipurs View Post
              hopefully create more structure battle lines, tank columns actually meeting up in for ectra.
              I like the adjacency requirements I think they need to take it a step further and have a minimum number of people to cap. I don't like that as one man on a atv I can go around capping smaller bases at will.

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              • #8
                Re: Spawning Changes per Higby

                Originally posted by johnflenaly View Post
                I like the adjacency requirements I think they need to take it a step further and have a minimum number of people to cap. I don't like that as one man on a atv I can go around capping smaller bases at will.
                agree 100% it would eliminate the Marry-go-round capping.

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                • #9
                  Re: Spawning Changes per Higby

                  I was reading somewhere that PS2 Devs are doing like a pendulum series of changes going from one extreme to the opposite just to test how far they can make a change. The "no cap/no tuneover timer" is the opposite extreme of where they were planning on going, so in essence the next change would be the median between hex adjacency or free hex cap/backhacking, and no timer/single person cap and its opposite.


                  These Things We Do... That Other's May Live

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                  • #10
                    Re: Spawning Changes per Higby

                    I REALLY like this. Slow the game play down to a nice level, nice changes.

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                    • #11
                      Re: Spawning Changes per Higby

                      I wonder if he likes hot drops and blockade running?

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                      • #12
                        Re: Spawning Changes per Higby

                        I like the MAX changes, its way to easy for a squad or platoon to all swap to MAX to defend a tower, or defeat an air attack.

                        As the the Gal changes, I like it on paper. More focus on land warfare, and of course cutting down on silly amounts of merry-go-round capping. Plus actually needing to station some kind of garrison at critical sectors, instead of just hopping back into the Gal to go back and defend if it gets attacked.

                        My fear is that it might be much harder for "pick up squads" to be effective. Though that's a fairly minor worry.

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                        • #13
                          Re: Spawning Changes per Higby

                          Looks like you can just swap the Galaxy for a Sunderer. He said the Respawn ability will be easy to unlock, so we just have to use the APC instead of the Trans heli. It will slow things down a bit.
                          Viking

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                          • #14
                            Re: Spawning Changes per Higby

                            Originally posted by DaViking View Post
                            Looks like you can just swap the Galaxy for a Sunderer. He said the Respawn ability will be easy to unlock, so we just have to use the APC instead of the Trans heli. It will slow things down a bit.
                            slow things down for Biggers fights!....I hope lol

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                            • #15
                              Re: Spawning Changes per Higby

                              This sounds very good.

                              I hope the development team is robust and responsive AFTER the full release.
                              sigpic

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